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Sunday, March 1, 2015 - 21:39

Sure, post some screenshots and give an overview of the feel you're going for.

Thursday, February 26, 2015 - 01:35

Based on the logs, the spam seems to come in infrequent short bursts, which would imply they had been checking for gaps, looking for posting tecniques which get through. This is also reinforced by all the recent attempts to access wp-admin, methodically going through every possible url it could be at.  There is every chance they'll notice they aren't being blocked at some point and then launch a full scale spam attack. Probably not worth canceling the spam filter subscription altogether just yet.

Wednesday, February 25, 2015 - 15:57

This issue should now be resolved for Spider Dave, Arcanorum and Rammy, their forum topics have been removed from the spam filter and should now be approved and published.  Please let me know if this hasn't resolved the problem for you. This was exactly the issue as described by Bart above, and the only solution is ongoing monitoring of the spam queue.

Wednesday, February 18, 2015 - 20:46

I broadly agree, even if you don't want secondary and tertiary colours, your current pallet lacks dynamic range. The entire image is relatively dark, and the vast majority sits on the darker end of the range.  I'd suggest that just icreasing the lightness range would improve its immediate recognition .

Wednesday, February 18, 2015 - 14:32

Sorry if I'm way out of the loop, I saw this from the front page.  Should I take this to mean Flare is going runtime 3D instead of pre-rendered isometric?  Or are you just generating additional texture layers for the final isometric renders? 

Either way, the ambient and diffuse should be easy,  the normals could be difficult though. Just exporting the blender generated normals will work for smooth objects, but the current files will have no normal data for rough objects, and just generating normals from the diffuse will give suboptimal results.  To get good normals you really want to create a higher poly version of each object in the game and then use those high poly models to generate normals for the low poly models. Are you happy with crappy normals for testing purposes? Also if the purpose of these textures are for dynamic lighting, won't you also want specular textures? 

Monday, February 16, 2015 - 21:49

I'm afraid this feels pretty broad and non-descriptive, what are the themes of the levels?  Are there any examples of the kind of art you are looking for?

Monday, February 16, 2015 - 21:47

I think its a cool preview, but and it would be a fun style if there were enough assets to make a whole game out of them.  That said, the uniqueness of the style might make it harder to gel with other pixel art assets which tend to adopt a more "traditional" pixel art style.    Its also very hard to tell from a single frame, I'd liek to see some animations for the character to know how it moves, and some more assets to be able to see how consistent the style is.

Friday, January 2, 2015 - 04:30

This seems to match what you're looking for http://opengameart.org/content/moderna-graphical-interface

Tuesday, December 16, 2014 - 04:28

I really like BY-SA, I always thought its limitations pretty much limited people to using it in open source games, and I'm totally fine with that. If an artist is willing to release art under an open source licence, its only fair they should be allowed to restrict its use to open source projects.

There are a lot of game developers who are scared that they can't sell games containing BY-SA works, but you can definately sell open source games.  There are also a lot of artists who don't want their work being included in a game which is then sold without giving them a cut, thats actually a really common concern from artists considering open licences. SA gives them a little peace of mind on that front.  I also really like the NC licence,  but game devs also hate that one. 

Saturday, October 18, 2014 - 14:43

I actually count 20 on on the front page when logged in. They fall into three categories, system, module and theme.

MODULES:
system base
system menus
system messages
system theme

[ These could theoretically be combined into two, but the combination would have to be done again after every drupal update patch (potentially every few months).  ]

MODULES:
module contextual
module comment notify
module comment
module date
module field
module logintoboggan
module node
module search
module user
module forum
module views
module ctools
module medals
mudle shortcut
module toolbar

[ These could again theoretically be combined, but the recombination would have to be done again everytime a module was updated or turned on (portentially every couple of weeks). Additionally, the same module styles aren't present for every page, and there are many more module styles than this, so the combined file would be much larger and most styles would be unused. ]

THEME:
Oga theme 

[This is where the vast majority of rules live, it is all site specific, already combined and makes up the largest single style load.   It could be minified to save 6kb quite easily, but as your graphs show, thats not going to reduce it much.  ]

All in all with combinations and minifications we could save a handful of kilobytes and a few calls, which might buy us a 10% faster load time, but it would increase the amount of maintenance required.  I'll look into it again when i've got some free time and access to the server.

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